1 #include "floor/floor.h"
2 #include "dungeon/dungeon.h"
3 #include "dungeon/quest.h"
4 #include "effect/effect-characteristics.h"
5 #include "effect/spells-effect-util.h"
6 #include "floor/floor-generate.h"
7 #include "floor/floor-object.h"
8 #include "game-option/birth-options.h"
9 #include "game-option/cheat-options.h"
10 #include "game-option/map-screen-options.h"
11 #include "grid/grid.h"
12 #include "grid/trap.h"
13 #include "io/targeting.h"
14 #include "mind/mind-ninja.h"
15 #include "monster-floor/monster-generator.h"
16 #include "monster-floor/monster-remover.h"
17 #include "monster/monster-update.h"
18 #include "monster-floor/place-monster-types.h"
19 #include "object-enchant/artifact.h"
20 #include "object-enchant/special-object-flags.h"
21 #include "object-hook/hook-checker.h"
22 #include "object-hook/hook-enchant.h"
23 #include "object/object-generator.h"
24 #include "object/object-kind.h"
25 #include "perception/object-perception.h"
26 #include "player/special-defense-types.h"
27 #include "room/rooms.h"
28 #include "util/bit-flags-calculator.h"
29 #include "view/display-messages.h"
30 #include "world/world-object.h"
31 #include "world/world.h"
34 * The array of floor [MAX_WID][MAX_HGT].
35 * Not completely allocated, that would be inefficient
36 * Not completely hardcoded, that would overflow memory
38 floor_type floor_info;
41 * The array of saved floors
43 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
46 * Grid based version of "cave_empty_bold()"
48 bool is_cave_empty_grid(player_type *player_ptr, grid_type *g_ptr)
50 bool is_empty_grid = cave_have_flag_grid(g_ptr, FF_PLACE);
51 is_empty_grid &= g_ptr->m_idx == 0;
52 is_empty_grid &= !player_grid(player_ptr, g_ptr);
57 bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x)
59 return cave_have_flag_bold(floor_ptr, y, x, FF_PATTERN);
64 * Determine if a "legal" grid is an "empty" floor grid
65 * Determine if monsters are allowed to move into a grid
67 * Line 1 -- forbid non-placement grids
68 * Line 2 -- forbid normal monsters
69 * Line 3 -- forbid the player
71 bool is_cave_empty_bold(player_type *player_ptr, POSITION y, POSITION x)
73 floor_type *floor_ptr = player_ptr->current_floor_ptr;
74 bool is_empty_grid = cave_have_flag_bold(floor_ptr, y, x, FF_PLACE);
75 is_empty_grid &= !(floor_ptr->grid_array[y][x].m_idx);
76 is_empty_grid &= !player_bold(player_ptr, y, x);
82 * Determine if a "legal" grid is an "empty" floor grid
83 * Determine if monster generation is allowed in a grid
85 * Line 1 -- forbid non-empty grids
86 * Line 2 -- forbid trees while dungeon generation
88 bool is_cave_empty_bold2(player_type *player_ptr, POSITION y, POSITION x)
90 bool is_empty_grid = is_cave_empty_bold(player_ptr, y, x);
91 is_empty_grid &= current_world_ptr->character_dungeon || !cave_have_flag_bold(player_ptr->current_floor_ptr, y, x, FF_TREE);
97 * @brief 鍵のかかったドアを配置する
98 * @param player_ptr プレーヤーへの参照ポインタ
99 * @param y 配置したいフロアのY座標
100 * @param x 配置したいフロアのX座標
103 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x)
105 floor_type *floor_ptr = player_ptr->current_floor_ptr;
106 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
108 place_bold(player_ptr, y, x, GB_FLOOR);
112 set_cave_feat(floor_ptr, y, x, feat_locked_door_random((d_info[player_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
113 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
114 delete_monster(player_ptr, y, x);
120 * @param player_ptr プレーヤーへの参照ポインタ
121 * @param y 配置したいフロアのY座標
122 * @param x 配置したいフロアのX座標
123 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
126 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type)
128 floor_type *floor_ptr = player_ptr->current_floor_ptr;
129 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
131 place_bold(player_ptr, y, x, GB_FLOOR);
135 if (type == DOOR_DEFAULT)
137 type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
138 one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
139 ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
142 place_closed_door(player_ptr, y, x, type);
143 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
144 if (type != DOOR_CURTAIN)
146 g_ptr->mimic = feat_wall_inner;
147 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
149 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
151 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
158 g_ptr->info &= ~(CAVE_FLOOR);
159 delete_monster(player_ptr, y, x);
162 static int scent_when = 0;
165 * Characters leave scent trails for perceptive monsters to track.
167 * Smell is rather more limited than sound. Many creatures cannot use
168 * it at all, it doesn't extend very far outwards from the character's
169 * current position, and monsters can use it to home in the character,
170 * but not to run away from him.
172 * Smell is valued according to age. When a character takes his turn,
173 * scent is aged by one, and new scent of the current age is laid down.
174 * Speedy characters leave more scent, true, but it also ages faster,
175 * which makes it harder to hunt them down.
177 * Whenever the age count loops, most of the scent trail is erased and
178 * the age of the remainder is recalculated.
180 void update_smell(floor_type *floor_ptr, player_type *subject_ptr)
182 /* Create a table that controls the spread of scent */
183 const int scent_adjust[5][5] =
192 if (++scent_when == 254)
194 for (POSITION y = 0; y < floor_ptr->height; y++)
196 for (POSITION x = 0; x < floor_ptr->width; x++)
198 int w = floor_ptr->grid_array[y][x].when;
199 floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
206 for (POSITION i = 0; i < 5; i++)
208 for (POSITION j = 0; j < 5; j++)
211 POSITION y = i + subject_ptr->y - 2;
212 POSITION x = j + subject_ptr->x - 2;
213 if (!in_bounds(floor_ptr, y, x)) continue;
215 g_ptr = &floor_ptr->grid_array[y][x];
216 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat)) continue;
217 if (!player_has_los_bold(subject_ptr, y, x)) continue;
218 if (scent_adjust[i][j] == -1) continue;
220 g_ptr->when = scent_when + scent_adjust[i][j];
227 * Hack -- forget the "flow" information
229 void forget_flow(floor_type *floor_ptr)
231 for (POSITION y = 0; y < floor_ptr->height; y++)
233 for (POSITION x = 0; x < floor_ptr->width; x++)
235 floor_ptr->grid_array[y][x].dist = 0;
236 floor_ptr->grid_array[y][x].cost = 0;
237 floor_ptr->grid_array[y][x].when = 0;
244 * Routine used by the random vault creators to add a door to a location
245 * Note that range checking has to be done in the calling routine.
247 * The doors must be INSIDE the allocated region.
249 void add_door(player_type *player_ptr, POSITION x, POSITION y)
251 floor_type *floor_ptr = player_ptr->current_floor_ptr;
252 if (!is_outer_bold(floor_ptr, y, x)) return;
263 if (is_floor_bold(floor_ptr, y - 1, x) && is_floor_bold(floor_ptr, y + 1, x) &&
264 (is_outer_bold(floor_ptr, y, x - 1) && is_outer_bold(floor_ptr, y, x + 1)))
266 place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
267 place_bold(player_ptr, y, x - 1, GB_SOLID);
268 place_bold(player_ptr, y, x + 1, GB_SOLID);
276 * where x = don't care
279 if (is_outer_bold(floor_ptr, y - 1, x) && is_outer_bold(floor_ptr, y + 1, x) &&
280 is_floor_bold(floor_ptr, y, x - 1) && is_floor_bold(floor_ptr, y, x + 1))
282 place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
283 place_bold(player_ptr, y - 1, x, GB_SOLID);
284 place_bold(player_ptr, y + 1, x, GB_SOLID);
290 * @brief 所定の位置に上り階段か下り階段を配置する / Place an up/down staircase at given location
291 * @param player_ptr プレーヤーへの参照ポインタ
292 * @param y 配置を試みたいマスのY座標
293 * @param x 配置を試みたいマスのX座標
296 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x)
298 bool up_stairs = TRUE;
299 bool down_stairs = TRUE;
301 floor_type *floor_ptr = player_ptr->current_floor_ptr;
302 g_ptr = &floor_ptr->grid_array[y][x];
303 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
305 if (!floor_ptr->dun_level) up_stairs = FALSE;
306 if (ironman_downward) up_stairs = FALSE;
307 if (floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
308 if (quest_number(player_ptr, floor_ptr->dun_level) && (floor_ptr->dun_level > 1)) down_stairs = FALSE;
310 if (down_stairs && up_stairs)
312 if (randint0(100) < 50) up_stairs = FALSE;
313 else down_stairs = FALSE;
316 if (up_stairs) set_cave_feat(floor_ptr, y, x, feat_up_stair);
317 else if (down_stairs) set_cave_feat(floor_ptr, y, x, feat_down_stair);
322 * @brief LOS(Line Of Sight / 視線が通っているか)の判定を行う。
323 * @param player_ptr プレーヤーへの参照ポインタ
328 * @return LOSが通っているならTRUEを返す。
330 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,\n
331 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.\n
333 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
335 * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
336 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line\n
337 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
339 * We assume that the "mathematical corner" of a non-floor tile does not\n
340 * block line of sight.\n
342 * Because this function uses (short) ints for all calculations, overflow may\n
343 * occur if dx and dy exceed 90.\n
345 * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
346 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
347 * we can use integer arithmetic.\n
349 * We travel from start to finish along the longer axis, starting at the border\n
350 * between the first and second tiles, where the y offset = .5 * slope, taking\n
351 * into account the scale factor. See below.\n
353 * Also note that this function and the "move towards target" code do NOT\n
354 * share the same properties. Thus, you can see someone, target them, and\n
355 * then fire a bolt at them, but the bolt may hit a wall, not them. However\n,
356 * by clever choice of target locations, you can sometimes throw a "curve".\n
358 * Note that "line of sight" is not "reflexive" in all cases.\n
360 * Use the "projectable()" routine to test "spell/missile line of sight".\n
362 * Use the "update_view()" function to determine player line-of-sight.\n
364 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
366 POSITION dy = y2 - y1;
367 POSITION dx = x2 - x1;
368 POSITION ay = ABS(dy);
369 POSITION ax = ABS(dx);
370 if ((ax < 2) && (ay < 2)) return TRUE;
372 /* Directly South/North */
373 floor_type *floor_ptr = player_ptr->current_floor_ptr;
377 /* South -- check for walls */
380 for (ty = y1 + 1; ty < y2; ty++)
382 if (!cave_los_bold(floor_ptr, ty, x1)) return FALSE;
386 /* North -- check for walls */
389 for (ty = y1 - 1; ty > y2; ty--)
391 if (!cave_los_bold(floor_ptr, ty, x1)) return FALSE;
399 /* Directly East/West */
402 /* East -- check for walls */
405 for (tx = x1 + 1; tx < x2; tx++)
407 if (!cave_los_bold(floor_ptr, y1, tx)) return FALSE;
411 /* West -- check for walls */
414 for (tx = x1 - 1; tx > x2; tx--)
416 if (!cave_los_bold(floor_ptr, y1, tx)) return FALSE;
423 POSITION sx = (dx < 0) ? -1 : 1;
424 POSITION sy = (dy < 0) ? -1 : 1;
430 if (cave_los_bold(floor_ptr, y1 + sy, x1)) return TRUE;
437 if (cave_los_bold(floor_ptr, y1, x1 + sx)) return TRUE;
441 POSITION f2 = (ax * ay);
442 POSITION f1 = f2 << 1;
460 /* Note (below) the case (qy == f2), where */
461 /* the LOS exactly meets the corner of a tile. */
464 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
477 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
491 /* Travel vertically */
492 POSITION qx = ax * ax;
505 /* Note (below) the case (qx == f2), where */
506 /* the LOS exactly meets the corner of a tile. */
509 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
522 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
538 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
539 * at the final destination, assuming no monster gets in the way.
541 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
543 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
546 int grid_n = project_path(player_ptr, grid_g, (project_length ? project_length : get_max_range(player_ptr)), y1, x1, y2, x2, 0);
547 if (!grid_n) return TRUE;
549 POSITION y = GRID_Y(grid_g[grid_n - 1]);
550 POSITION x = GRID_X(grid_g[grid_n - 1]);
551 if ((y != y2) || (x != x2)) return FALSE;
558 * @brief 特殊な部屋地形向けにモンスターを配置する / Hack -- Place some sleeping monsters near the given location
559 * @param player_ptr プレーヤーへの参照ポインタ
560 * @param y1 モンスターを配置したいマスの中心Y座標
561 * @param x1 モンスターを配置したいマスの中心X座標
562 * @param num 配置したいモンスターの数
565 * Only really called by some of the "vault" routines.
567 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num)
569 floor_type *floor_ptr = player_ptr->current_floor_ptr;
570 for (int k = 0; k < num; k++)
572 for (int i = 0; i < 9; i++)
576 scatter(player_ptr, &y, &x, y1, x1, d, 0);
578 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
579 if (!is_cave_empty_grid(player_ptr, g_ptr)) continue;
581 floor_ptr->monster_level = floor_ptr->base_level + 2;
582 (void)place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
583 floor_ptr->monster_level = floor_ptr->base_level;
590 * @brief 指定された座標が地震や階段生成の対象となるマスかを返す。 / Determine if a given location may be "destroyed"
591 * @param player_ptr プレーヤーへの参照ポインタ
594 * @return 各種の変更が可能ならTRUEを返す。
596 * 条件は永久地形でなく、なおかつ該当のマスにアーティファクトが存在しないか、である。英語の旧コメントに反して*破壊*の抑止判定には現在使われていない。
598 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x)
600 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
601 if (cave_perma_grid(g_ptr)) return FALSE;
603 OBJECT_IDX next_o_idx = 0;
604 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
607 o_ptr = &floor_ptr->o_list[this_o_idx];
608 next_o_idx = o_ptr->next_o_idx;
609 if (object_is_artifact(o_ptr)) return FALSE;
617 * Change the "feat" flag for a grid, and notice/redraw the grid
619 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat)
621 floor_type *floor_ptr = player_ptr->current_floor_ptr;
622 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
623 feature_type *f_ptr = &f_info[feat];
624 if (!current_world_ptr->character_dungeon)
628 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
630 for (DIRECTION i = 0; i < 9; i++)
632 POSITION yy = y + ddy_ddd[i];
633 POSITION xx = x + ddx_ddd[i];
634 if (!in_bounds2(floor_ptr, yy, xx)) continue;
635 floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
642 bool old_los = cave_have_flag_bold(floor_ptr, y, x, FF_LOS);
643 bool old_mirror = is_mirror_grid(g_ptr);
647 g_ptr->info &= ~(CAVE_OBJECT);
648 if (old_mirror && (d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
650 g_ptr->info &= ~(CAVE_GLOW);
651 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
653 update_local_illumination(player_ptr, y, x);
656 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
657 if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
659 note_spot(player_ptr, y, x);
660 lite_spot(player_ptr, y, x);
661 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
664 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
666 update_local_illumination(player_ptr, y, x);
668 #endif /* COMPLEX_WALL_ILLUMINATION */
670 player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
673 if (!have_flag(f_ptr->flags, FF_GLOW) || (d_info[player_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
676 for (DIRECTION i = 0; i < 9; i++)
678 POSITION yy = y + ddy_ddd[i];
679 POSITION xx = x + ddx_ddd[i];
680 if (!in_bounds2(floor_ptr, yy, xx)) continue;
683 cc_ptr = &floor_ptr->grid_array[yy][xx];
684 cc_ptr->info |= CAVE_GLOW;
686 if (player_has_los_grid(cc_ptr))
688 if (cc_ptr->m_idx) update_monster(player_ptr, cc_ptr->m_idx, FALSE);
689 note_spot(player_ptr, yy, xx);
690 lite_spot(player_ptr, yy, xx);
693 update_local_illumination(player_ptr, yy, xx);
696 if (player_ptr->special_defense & NINJA_S_STEALTH)
698 if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) set_superstealth(player_ptr, FALSE);
704 * @brief 所定の位置にさまざまな状態や種類のドアを配置する / Place a random type of door at the given location
705 * @param player_ptr プレーヤーへの参照ポインタ
706 * @param y ドアの配置を試みたいマスのY座標
707 * @param x ドアの配置を試みたいマスのX座標
708 * @param room 部屋に接している場合向けのドア生成か否か
711 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room)
713 floor_type *floor_ptr = player_ptr->current_floor_ptr;
714 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
717 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
719 place_bold(player_ptr, y, x, GB_FLOOR);
723 int type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
724 one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
725 ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
727 int tmp = randint0(1000);
728 FEAT_IDX feat = feat_none;
731 feat = feat_door[type].open;
735 feat = feat_door[type].broken;
739 place_closed_door(player_ptr, y, x, type);
741 if (type != DOOR_CURTAIN)
743 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
744 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
746 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
748 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
756 place_closed_door(player_ptr, y, x, type);
761 delete_monster(player_ptr, y, x);
765 if (feat != feat_none)
767 set_cave_feat(floor_ptr, y, x, feat);
771 place_bold(player_ptr, y, x, GB_FLOOR);
774 delete_monster(player_ptr, y, x);
779 * @brief グローバルオブジェクト配列を初期化する /
780 * Delete all the items when player leaves the level
781 * @note we do NOT visually reflect these (irrelevant) changes
783 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
784 * and the "m_ptr->next_o_idx" field for every monster, since
785 * we know we are clearing every object. Technically, we only
786 * clear those fields for grids/monsters containing objects,
787 * and we clear it once for every such object.
790 void wipe_o_list(floor_type *floor_ptr)
792 for (int i = 1; i < floor_ptr->o_max; i++)
794 object_type *o_ptr = &floor_ptr->o_list[i];
795 if (!object_is_valid(o_ptr)) continue;
797 if (!current_world_ptr->character_dungeon || preserve_mode)
799 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
801 a_info[o_ptr->name1].cur_num = 0;
805 if (object_is_held_monster(o_ptr))
808 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
809 m_ptr->hold_o_idx = 0;
815 POSITION y = o_ptr->iy;
816 POSITION x = o_ptr->ix;
818 g_ptr = &floor_ptr->grid_array[y][x];
823 floor_ptr->o_max = 1;
824 floor_ptr->o_cnt = 0;
829 * @brief 所定の位置に各種の閉じたドアを配置する / Place a random type of normal door at the given location.
830 * @param player_ptr プレーヤーへの参照ポインタ
831 * @param y ドアの配置を試みたいマスのY座標
832 * @param x ドアの配置を試みたいマスのX座標
833 * @param type ドアの地形ID
836 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type)
838 floor_type *floor_ptr = player_ptr->current_floor_ptr;
839 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
841 place_bold(player_ptr, y, x, GB_FLOOR);
845 int tmp = randint0(400);
846 FEAT_IDX feat = feat_none;
849 /* Create closed door */
850 feat = feat_door[type].closed;
854 feat = feat_locked_door_random(type);
858 feat = feat_jammed_door_random(type);
861 if (feat == feat_none)
863 place_bold(player_ptr, y, x, GB_FLOOR);
867 cave_set_feat(player_ptr, y, x, feat);
868 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
873 * @brief 特殊な部屋向けに各種アイテムを配置する(vault_trapのサブセット) / Place a trap with a given displacement of point
874 * @param y トラップを配置したいマスの中心Y座標
875 * @param x トラップを配置したいマスの中心X座標
876 * @param yd Y方向の配置分散マス数
877 * @param xd X方向の配置分散マス数
880 * Only really called by some of the "vault" routines.
882 void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd)
885 floor_type *floor_ptr = player_ptr->current_floor_ptr;
888 for (int count = 0; count <= 5; count++)
890 while (dummy < SAFE_MAX_ATTEMPTS)
892 y1 = rand_spread(y, yd);
893 x1 = rand_spread(x, xd);
895 if (!in_bounds(floor_ptr, y1, x1)) continue;
899 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
901 msg_print(_("警告!地下室のトラップを配置できません!", "Warning! Could not place vault trap!"));
904 g_ptr = &floor_ptr->grid_array[y1][x1];
905 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
907 place_trap(player_ptr, y1, x1);
914 * @brief 指定のマスが床系地形であるかを返す / Function that sees if a square is a floor. (Includes range checking.)
915 * @param x チェックするマスのX座標
916 * @param y チェックするマスのY座標
917 * @return 床系地形ならばTRUE
919 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y)
921 if (!in_bounds(floor_ptr, y, x))
926 if (is_floor_bold(floor_ptr, y, x)) return TRUE;
933 * @brief 隣接4マスに存在する通路の数を返す / Count the number of "corridor" grids adjacent to the given grid.
934 * @param y1 基準となるマスのY座標
935 * @param x1 基準となるマスのX座標
937 * @note Assumes "in_bounds(y1, x1)"
939 * XXX XXX This routine currently only counts actual "empty floor"\n
940 * grids which are not in rooms. We might want to also count stairs,\n
941 * open doors, closed doors, etc.
943 static int next_to_corr(floor_type *floor_ptr, POSITION y1, POSITION x1)
946 for (int i = 0; i < 4; i++)
948 POSITION y = y1 + ddy_ddd[i];
949 POSITION x = x1 + ddx_ddd[i];
951 g_ptr = &floor_ptr->grid_array[y][x];
953 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
954 if (!is_floor_grid(g_ptr)) continue;
955 if (g_ptr->info & (CAVE_ROOM)) continue;
964 * @brief ドアを設置可能な地形かを返す / Determine if the given location is "between" two walls, and "next to" two corridor spaces.
965 * @param y 判定を行いたいマスのY座標
966 * @param x 判定を行いたいマスのX座標
967 * @return ドアを設置可能ならばTRUEを返す
968 * @note Assumes "in_bounds()"
971 * Assumes "in_bounds()"\n
973 static bool possible_doorway(floor_type *floor_ptr, POSITION y, POSITION x)
975 if (next_to_corr(floor_ptr, y, x) < 2) return FALSE;
978 if (cave_have_flag_bold(floor_ptr, y - 1, x, FF_WALL) &&
979 cave_have_flag_bold(floor_ptr, y + 1, x, FF_WALL))
984 /* Check Horizontal */
985 if (cave_have_flag_bold(floor_ptr, y, x - 1, FF_WALL) &&
986 cave_have_flag_bold(floor_ptr, y, x + 1, FF_WALL))
996 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
997 * @param player_ptr プレーヤーへの参照ポインタ
998 * @param y 設置を行いたいマスのY座標
999 * @param x 設置を行いたいマスのX座標
1002 void try_door(player_type *player_ptr, POSITION y, POSITION x)
1004 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1005 if (!in_bounds(floor_ptr, y, x)) return;
1007 if (cave_have_flag_bold(floor_ptr, y, x, FF_WALL)) return;
1008 if (floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
1010 bool can_place_door = randint0(100) < dun_tun_jct;
1011 can_place_door &= possible_doorway(floor_ptr, y, x);
1012 can_place_door &= (d_info[player_ptr->dungeon_idx].flags1 & DF1_NO_DOORS) == 0;
1015 place_random_door(player_ptr, y, x, FALSE);
1020 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat)
1022 feature_type *f_ptr = &f_info[newfeat];
1023 if (have_flag(f_ptr->flags, FF_CONVERT))
1025 switch (f_ptr->subtype)
1027 case CONVERT_TYPE_FLOOR:
1028 return feat_ground_type[randint0(100)];
1029 case CONVERT_TYPE_WALL:
1030 return feat_wall_type[randint0(100)];
1031 case CONVERT_TYPE_INNER:
1032 return feat_wall_inner;
1033 case CONVERT_TYPE_OUTER:
1034 return feat_wall_outer;
1035 case CONVERT_TYPE_SOLID:
1036 return feat_wall_solid;
1037 case CONVERT_TYPE_STREAM1:
1038 return d_info[floor_ptr->dungeon_idx].stream1;
1039 case CONVERT_TYPE_STREAM2:
1040 return d_info[floor_ptr->dungeon_idx].stream2;
1045 else return newfeat;
1050 * @brief 特殊な部屋向けに各種アイテムを配置する / Create up to "num" objects near the given coordinates
1051 * @param player_ptr プレーヤーへの参照ポインタ
1052 * @param y 配置したい中心マスのY座標
1053 * @param x 配置したい中心マスのX座標
1057 * Only really called by some of the "vault" routines.
1059 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num)
1061 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1062 for (; num > 0; --num)
1066 for (int i = 0; i < 11; ++i)
1068 while (dummy < SAFE_MAX_ATTEMPTS)
1070 j = rand_spread(y, 2);
1071 k = rand_spread(x, 3);
1073 if (!in_bounds(floor_ptr, j, k)) continue;
1077 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
1079 msg_print(_("警告!地下室のアイテムを配置できません!", "Warning! Could not place vault object!"));
1083 g_ptr = &floor_ptr->grid_array[j][k];
1084 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
1086 if (randint0(100) < 75)
1088 place_object(player_ptr, j, k, 0L);
1092 place_gold(player_ptr, j, k);
1102 * @brief 始点から終点への直線経路を返す /
1103 * Determine the path taken by a projection.
1104 * @param player_ptr プレーヤーへの参照ポインタ
1105 * @param gp 経路座標リストを返す参照ポインタ
1115 * The projection will always start from the grid (y1,x1), and will travel
1116 * towards the grid (y2,x2), touching one grid per unit of distance along
1117 * the major axis, and stopping when it enters the destination grid or a
1118 * wall grid, or has travelled the maximum legal distance of "range".
1120 * Note that "distance" in this function (as in the "update_view()" code)
1121 * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
1122 * actually has an "octagon of projection" not a "circle of projection".
1124 * The path grids are saved into the grid array pointed to by "gp", and
1125 * there should be room for at least "range" grids in "gp". Note that
1126 * due to the way in which distance is calculated, this function normally
1127 * uses fewer than "range" grids for the projection path, so the result
1128 * of this function should never be compared directly to "range". Note
1129 * that the initial grid (y1,x1) is never saved into the grid array, not
1130 * even if the initial grid is also the final grid.
1132 * The "flg" flags can be used to modify the behavior of this function.
1134 * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
1135 * semantics as they do for the "project" function, namely, that the path
1136 * will stop as soon as it hits a monster, or that the path will continue
1137 * through the destination grid, respectively.
1139 * The "PROJECT_JUMP" flag, which for the "project()" function means to
1140 * start at a special grid (which makes no sense in this function), means
1141 * that the path should be "angled" slightly if needed to avoid any wall
1142 * grids, allowing the player to "target" any grid which is in "view".
1143 * This flag is non-trivial and has not yet been implemented, but could
1144 * perhaps make use of the "vinfo" array (above).
1146 * This function returns the number of grids (if any) in the path. This
1147 * function will return zero if and only if (y1,x1) and (y2,x2) are equal.
1149 * This algorithm is similar to, but slightly different from, the one used
1150 * by "update_view_los()", and very different from the one used by "los()".
1153 int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
1155 if ((x1 == x2) && (y1 == y2)) return 0;
1185 int half = (ay * ax);
1186 int full = half << 1;
1189 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1207 gp[n++] = GRID(y, x);
1208 if ((n + (k >> 1)) >= range) break;
1210 if (!(flg & (PROJECT_THRU)))
1212 if ((x == x2) && (y == y2)) break;
1215 if (flg & (PROJECT_DISI))
1217 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1219 else if (flg & (PROJECT_LOS))
1221 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1223 else if (!(flg & (PROJECT_PATH)))
1225 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1228 if (flg & (PROJECT_STOP))
1231 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1235 if (!in_bounds(floor_ptr, y, x)) break;
1270 gp[n++] = GRID(y, x);
1271 if ((n + (k >> 1)) >= range) break;
1273 if (!(flg & (PROJECT_THRU)))
1275 if ((x == x2) && (y == y2)) break;
1278 if (flg & (PROJECT_DISI))
1280 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1282 else if (flg & (PROJECT_LOS))
1284 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1286 else if (!(flg & (PROJECT_PATH)))
1288 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1291 if (flg & (PROJECT_STOP))
1294 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1298 if (!in_bounds(floor_ptr, y, x)) break;
1322 gp[n++] = GRID(y, x);
1323 if ((n + (n >> 1)) >= range) break;
1325 if (!(flg & (PROJECT_THRU)))
1327 if ((x == x2) && (y == y2)) break;
1330 if (flg & (PROJECT_DISI))
1332 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1334 else if (flg & (PROJECT_LOS))
1336 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1338 else if (!(flg & (PROJECT_PATH)))
1340 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1343 if (flg & (PROJECT_STOP))
1346 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1350 if (!in_bounds(floor_ptr, y, x)) break;
1361 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
1362 * @param player_ptr プレーヤーへの参照ポインタ
1363 * @param x 地形を変えたいマスのX座標
1364 * @param y 地形を変えたいマスのY座標
1367 void set_floor(player_type *player_ptr, POSITION x, POSITION y)
1369 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1370 if (!in_bounds(floor_ptr, y, x))
1375 if (floor_ptr->grid_array[y][x].info & CAVE_ROOM)
1380 if (is_extra_bold(floor_ptr, y, x))
1381 place_bold(player_ptr, y, x, GB_FLOOR);
1386 * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
1387 * Attempt to place an object (normal or good/great) at the given location.
1388 * @param owner_ptr プレーヤーへの参照ポインタ
1389 * @param y 配置したいフロアのY座標
1390 * @param x 配置したいフロアのX座標
1391 * @param mode オプションフラグ
1392 * @return 生成に成功したらTRUEを返す。
1394 * This routine plays nasty games to generate the "special artifacts".\n
1395 * This routine uses "object_level" for the "generation level".\n
1396 * This routine requires a clean floor grid destination.\n
1398 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
1400 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
1401 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1404 if (!in_bounds(floor_ptr, y, x)) return;
1405 if (!cave_drop_bold(floor_ptr, y, x)) return;
1406 if (g_ptr->o_idx) return;
1410 if (!make_object(owner_ptr, q_ptr, mode)) return;
1412 OBJECT_IDX o_idx = o_pop(floor_ptr);
1415 if (object_is_fixed_artifact(q_ptr))
1417 a_info[q_ptr->name1].cur_num = 0;
1424 o_ptr = &floor_ptr->o_list[o_idx];
1425 object_copy(o_ptr, q_ptr);
1429 o_ptr->next_o_idx = g_ptr->o_idx;
1431 g_ptr->o_idx = o_idx;
1432 note_spot(owner_ptr, y, x);
1433 lite_spot(owner_ptr, y, x);
1438 * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
1439 * Places a treasure (Gold or Gems) at given location
1440 * @param player_ptr プレーヤーへの参照ポインタ
1441 * @param y 配置したいフロアのY座標
1442 * @param x 配置したいフロアのX座標
1443 * @return 生成に成功したらTRUEを返す。
1445 * The location must be a legal, clean, floor grid.
1447 void place_gold(player_type *player_ptr, POSITION y, POSITION x)
1449 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1450 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1451 if (!in_bounds(floor_ptr, y, x)) return;
1452 if (!cave_drop_bold(floor_ptr, y, x)) return;
1453 if (g_ptr->o_idx) return;
1459 if (!make_gold(player_ptr, q_ptr)) return;
1461 OBJECT_IDX o_idx = o_pop(floor_ptr);
1462 if (o_idx == 0) return;
1465 o_ptr = &floor_ptr->o_list[o_idx];
1466 object_copy(o_ptr, q_ptr);
1470 o_ptr->next_o_idx = g_ptr->o_idx;
1472 g_ptr->o_idx = o_idx;
1473 note_spot(player_ptr, y, x);
1474 lite_spot(player_ptr, y, x);
1479 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
1480 * @param player_ptr プレーヤーへの参照ポインタ
1485 void delete_monster(player_type *player_ptr, POSITION y, POSITION x)
1488 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1489 if (!in_bounds(floor_ptr, y, x)) return;
1491 g_ptr = &floor_ptr->grid_array[y][x];
1492 if (g_ptr->m_idx) delete_monster_idx(player_ptr, g_ptr->m_idx);
1497 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
1498 * Move an object from index i1 to index i2 in the object list
1499 * @param i1 整理したい配列の始点
1500 * @param i2 整理したい配列の終点
1503 static void compact_objects_aux(floor_type *floor_ptr, OBJECT_IDX i1, OBJECT_IDX i2)
1505 if (i1 == i2) return;
1508 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
1510 o_ptr = &floor_ptr->o_list[i];
1511 if (!o_ptr->k_idx) continue;
1513 if (o_ptr->next_o_idx == i1)
1515 o_ptr->next_o_idx = i2;
1519 o_ptr = &floor_ptr->o_list[i1];
1521 if (object_is_held_monster(o_ptr))
1523 monster_type *m_ptr;
1524 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
1525 if (m_ptr->hold_o_idx == i1)
1527 m_ptr->hold_o_idx = i2;
1532 POSITION y = o_ptr->iy;
1533 POSITION x = o_ptr->ix;
1535 g_ptr = &floor_ptr->grid_array[y][x];
1537 if (g_ptr->o_idx == i1)
1543 floor_ptr->o_list[i2] = floor_ptr->o_list[i1];
1549 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
1550 * Compact and Reorder the object list.
1551 * @param player_ptr プレーヤーへの参照ポインタ
1552 * @param size 最低でも減らしたいオブジェクト数の水準
1556 * This function can be very dangerous, use with caution!\n
1558 * When actually "compacting" objects, we base the saving throw on a\n
1559 * combination of object level, distance from player, and current\n
1562 * After "compacting" (if needed), we "reorder" the objects into a more\n
1563 * compact order, and we reset the allocation info, and the "live" array.\n
1565 void compact_objects(player_type *player_ptr, int size)
1570 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
1571 player_ptr->redraw |= (PR_MAP);
1572 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1575 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1576 for (int num = 0, cnt = 1; num < size; cnt++)
1578 int cur_lev = 5 * cnt;
1579 int cur_dis = 5 * (20 - cnt);
1580 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
1582 o_ptr = &floor_ptr->o_list[i];
1584 if (!object_is_valid(o_ptr)) continue;
1585 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
1588 if (object_is_held_monster(o_ptr))
1590 monster_type *m_ptr;
1591 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
1595 if (randint0(100) < 90) continue;
1603 if ((cur_dis > 0) && (distance(player_ptr->y, player_ptr->x, y, x) < cur_dis)) continue;
1606 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
1607 (cnt < 1000)) chance = 100;
1609 if (randint0(100) < chance) continue;
1611 delete_object_idx(player_ptr, i);
1616 for (OBJECT_IDX i = floor_ptr->o_max - 1; i >= 1; i--)
1618 o_ptr = &floor_ptr->o_list[i];
1619 if (o_ptr->k_idx) continue;
1621 compact_objects_aux(floor_ptr, floor_ptr->o_max - 1, i);
1628 * @brief 特殊な部屋向けに各種アイテムを配置する(メインルーチン) / Place some traps with a given displacement of given location
1629 * @param player_ptr プレーヤーへの参照ポインタ
1630 * @param y トラップを配置したいマスの中心Y座標
1631 * @param x トラップを配置したいマスの中心X座標
1632 * @param yd Y方向の配置分散マス数
1633 * @param xd X方向の配置分散マス数
1634 * @param num 配置したいトラップの数
1637 * Only really called by some of the "vault" routines.
1639 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
1641 for (int i = 0; i < num; i++)
1643 vault_trap_aux(player_ptr, y, x, yd, xd);
1649 * Standard "find me a location" function
1651 * Obtains a legal location within the given distance of the initial
1652 * location, and with "los()" from the source to destination location.
1654 * This function is often called from inside a loop which searches for
1655 * locations while increasing the "d" distance.
1657 * Currently the "m" parameter is unused.
1659 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
1661 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1665 ny = rand_spread(y, d);
1666 nx = rand_spread(x, d);
1668 if (!in_bounds(floor_ptr, ny, nx)) continue;
1669 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
1670 if (mode & PROJECT_LOS)
1672 if (los(player_ptr, y, x, ny, nx)) break;
1676 if (projectable(player_ptr, y, x, ny, nx)) break;
1685 * @brief 指定のマスが光を通すか(LOSフラグを持つか)を返す。 / Aux function -- see below
1686 * @param floor_ptr 配置するフロアの参照ポインタ
1689 * @return 光を通すならばtrueを返す。
1691 bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x)
1693 return feat_supports_los(floor_ptr->grid_array[y][x].feat);